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Bushi
18.02.12, 12:45
Die Beta des 2.2 Patches ist erschienen.

Changelog:


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- Gameplay Changes
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- fixed issue with movements hitting full radicalism and not becoming rebels
- fixed exploit with being able to close some foreign factories
- Can no longer puppet GPs
- balanced automatic leaders assignment and generation
- Fixed bug about the truce broken only by one side (when being called to war by ally).
- Fixed a problem with some cultures disappearing when they shouldn’t.
- Lower class people people are now less likely to move to places where they culture is not a core
- Fixed possible units merge with navies via rally points (build navy and unit arrives at the same moment)
- Fixed bug in auto-split-and-load when enemy ships are in the port
- Added Naval Rally Points
- dar_al_funun requires more literacy to enact and gives more RP boost
- Added a way to attach a unit to another friendly nations units in the same province, and it will then move together with that unit.
- Fixed bug - Repeatly open/close factory gives money!
- pease msg considers to be interesting if a player or interesting country is a third party aswell.
- fixed issue with military score becoming negative when supply modifier gets too low
- if a pops desired issue is 0 it block movement creation and waits for issues to stabilize
- Craftsmen are now more driving for social reform if they have higher consciousness.
- Adm efficiency is no longer applied twice on unemployment benefits
- NF for production type now affects artisan choices a bit more
- Pops now actually care about ideology of parties as well as which issues they have during elections
- Reform adding now properly checks militancy OR movement backing
- Fixed bug with taking a loan after load a save without ticking one day.
- Fixed bug in leaders auto generation, in case when there is no navies but admirals are spammed
- Fixed bug in invest-all-pop-projects with shift+click.
- Fixed bug with turning colony into state on first day of annexation.
- Dig in no longer increases +1 every day, but added a variable to common defines: DIG_IN_INCREASE_EACH_DAYS = 5
- taking substate land now cost less infamy (same as demand concession)


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- Interface Improvements
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- Outliner NF encourage pops tooltip - % of factories employment (red text if full).
- Fixed bug with combat "map icon" not disappearing on it's last day.
- Budget view tooltips of: stockpile costs, military costs and gold sorting by highest numbers.
- Fixed bug in Reorganize window, about multiple "R" key press.
- Selecting 1861 focus camera on USA now
- Added delayed tooltips to actual supply costs for units & regiments/ships
- Fixed a display of “is_primary_culture = this” trigger
- tweaked south German culture color
- added german translation
- added french translation
- Fixed naval rally point arrows bug, arrows could go through land
- Rally point icons in outliner (land/naval)
- fixed issue with factory indicator not showing country money
- clicking flag on own troop icon no longer opens diplo view, just selects
- go to diplomacy from province now always show target country and resets filtering if not already opened
- fixed rendering issue where water would jump around (aka the white whale)
- added borders in zoomed out mode
- factory display no longer truncates small numbers for profitability
- fixed broken tooltips for factory output
- Prices for gov spending on goods depends on actual prices now
- Separated welfare in pop income tooltip
- RGO mapmode has interpolated colors due to RGO output
- Rebalanced base diplo point gain
- Fixed GUI in unit construction - required resources alignment
- Gain Core event takes longer to fire, cannot happen in colonies, and will only happen if of primary or accepted culture or borders a core
- Unciv finance, admin, and land reforms give a bonus rather than removing a penalty
- Fixed tutorial issues
- Fixed bug with tutorial finish, and campaign start that doesn't reset the world
- Fixed stockpiles large values precision displayed in budget view
- Fixed annoying construction sounds. Playing each sound no more often then each 5 sec
- Added pop info into tooltip description in military construction
- Fixed problem with invisible avatar at 61 scenario
- fixed missing indentation for AND triggers
- fixed broken can_build_factory descriptor


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- Database Changes
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- updated pop promotion scripts
- persia gets proper start techs
- CLM army in correct place
- JAP oob fixed
- NET oob fixed
- ROM techs fixed
- FRA '61 setup changed
- ITA '61 setup changed
- Corrected some USA techs in 1861
- Removed some 1861 inventions wich must fire to give their effect
- PRU no longer owns Holstien in '61
- Pago Pago is now part of the Tonga region
- Removed JAP strait to CHI
- added ROM '61 OOB
- toned down JAP brigade numbers in 61
- Added 2 reforms to CHI in '61
- Set several decisions to be done before '61 start
- DEN starts Friendly to PRU
- cut unciv diplo point penalty to -0.25
- reduced LR in Whitehorse to 15
- precious_metal_mine output increased to 1.5
- GOLD_TO_CASH_RATE reduced to 1.5*
- Pre-Industrialation reform grants water_wheel_power tech
- Wind of Westernization can fire when in SoI
- muhammad_alis_reforms require only 5 prestige and gives more RPs
- become_negusa_nagast gives you some cores
- boosted base population growth
- Changed JAP straits
- Central american OOBs/pops added
- Substates set to be absolute monarchies
- Removed some inventions from ITA in '61 that they shouldn't have
- Setup tweaks to ENG + FRA in '61
- AUS, ITA, and PRU have some more Capitalists in 1861
- PRU has HAN and SAX in their SoI in '61, plus some investment
- Added some extra prestiege to GPs in '61


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- Performace and Stability
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- Fixed CTD when disembark units from navy and cancel
- Fixed potential reason of "no longer in synch"
- fixed out of sync problem when players territory with university gets controlled by AI nation (but not owned) as they are finishing research
- fixed checksum differences in steam
- optimized loading of avatar resources


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- AI Improvements
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- Tweaked AI sphere of influence mechanics.
- Fixed AI bugs, giving white peace even when winning a war.
- Fixed bug in AI giving white peace right after another offer.
- fixed issue with army units standing still because of changing target provinces every day
- Fixed bug with armies got stuck on ships when using them as bridges to pass through the channel
- AI is now a bit more opportunistic about attacking opponents it dislikes when they are at war
- Fixed a bug which caused a regiment to sometimes not be used in a battle
- Tweaked AI priorities for tech
- some late game tech tweaks for military
- Fixed AI bug in sending troops to speed up the colonization
- Tweaked the chance for positive reply for ask mil.acc. when at war with the same enemy.
- ai more likely to pick philosophy techs after they become available
- ai should no longer over-spend on supply
- fixed issue where AI would white peace even when doing well in civil wars


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- User Modding
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- mods can now specify userdir subfolders for caches/savegames etc. if multiple mods a joint one gets created
- extended mod system to support replacement of directories, script as replace_path = "technologies"
- Added camera position to bookmarks.txt so each bookmark can have custom position
- Added a trigger ‘has_culture_core = yes/no” which checks if a pop’s culture has a core on a province
- Fixed parsing adjacencies.csv - now officially supports comments
- fixed issue for modders: can now have more than 256 countries

Link: http://forum.paradoxplaza.com/forum/showthread.php?587125-AHD-2.2-Public-Beta-Patch

sheep-dodger
29.02.12, 11:49
Und eine neue Beta ist erschienen: *klick mich* (http://forum.paradoxplaza.com/forum/showthread.php?590274-AHD-2.21-Public-Beta-Patch)



- fixed issue with mods adding new pop history bookmarks
- fixed a crash when election results become too small
- updated french and german translation
- ai is now more careful about claiming landlocked provinces it cant access
- ai now prefers provinces with same primary culture for wargoals
- ai prefers annexation a little more
- Subunit stats in tooltip in military screen is now showing the correct numbers (includes tech status).
- Added custom priority for mapicons depth sorting. In colonial mapmode colony progress bars are always on top.
- Infamy icon in topbar,no longer show the suppression points in tooltip.
- Fixed miniflags offsets (shown when several units on the stack).
- temporary modifier expiration dates now shown in tooltips
- fixed crash issue when not setting pop growth cash
- manifest_destiny has a greater effect on MEX/USA influence and relations
- added some missing text
- added ai logic to enact_liquor_prohibition decision
- Tooltip description of mouse over a unit says the arrival time on the destination, instead of next neighbour province.
- When hover mouse over a province over the unit path element it says the estimated arrival date at that province.
- Fixed problem with updating RGO and artisans input/output info, while game is unpaused
- Factory construction has now similar notification as province construction.
- Fixed rebels popup message, so the list of all provinces is mentioned and properly formatted "x, y and z".
- fixed some issues with AI tech priorities
- Fixed Tutorial CTD when exiting having selected a unit
- Fixed info about factories with negative production
- Fixed bug with ghost army sieging province
- Fixed monthly literacy change precision loss problem
- Fixed "detach" button offset in unit view
- Armies that are following friendly units have blue color in outliner (red overwrites if attrition).
- Substates with the same master get no fog of war between each other
- Rule for investments in pop projects is displayed in ruling party tooltip description.
- Production view, pop projects tab, the tooltip on "invest" button explains why it's disabled (when ruling party doesn't allow)
- Population map mode - when nothing is selected the provinces are colored by population scale on each continent.
- Fixed calculating mil score at game startup, when no scenario is loaded so far
- Fixed bug in rally points - mobilized units sometimes went to naval rally points.